New patch day! Aren't these always fun. It's time to see what they fixed, then log into the game and see what they broke in the meantime that they'll have to fix next week.
Actually a lot of stuff got done this week that I'm quite happy about, and some that I'm skeptical about.
First the most controversial - the Scoundrel/Operative "nerf". People have been crying on the forums for weeks about how fast they die to Ops that open on them from stealth. I have the same problem - I'm usually not dead before I stand up, but I die soon afterward if I don't get the Op off my back and somehow get away from him (or get help). I haven't jumped on the complain train, especially since they made the buff changes the other week making it so you couldn't stack so high and get insane damage numbers.
I haven't played yet, so I have no idea what the impact will be. Prior to this I rarely ran into Ops, so they weren't a major issue for me - I suppose only time will tell how this plays out. Looking at the Ops forum today is also not productive, some people are laughing that there is no difference and some people are saying there is no point playing the class now that they can't kill someone out of stealth. I can say for surety by knocking down their armor penetration I'll have less to worry about than a lighter geared player - I felt that the damage they put out was equal on all classes because of their internal damage and armor penetration.
Jedi Guardian - our snare now lasts 9s like our mirror class. They say now 'correctly' lasts 6 seconds, like it wasn't intentionally different on release. I'm of the opinion that enough people are complaining that mirrored classes aren't mirrored that they are fixing these discrepancies. Either way, I'm happy that I no longer have to spam it as often, being kited less = happy tank.
Couple minor Ops fixes, none of the bugs that we actually have issues with were addressed. It's nice to see them fixing things, but it would be better if they fixed the really bad stuff that that I personally have to deal with.
Awesome that they now fixed it so you get credit for your dailys and weeklys. Some nights it's hard to just grind out the daily, and not getting it completed because it didn't update properly really makes me cranky. Of course they keep saying they are fixing stuff and it isn't fixed - so we'll see what happens.
The Voidstar fix was also badly needed. Anyone who exploited that mechanic should be punished. I saw people jumping out of the starting area quite frequently. They didn't always rush over to the doors, but I've seen that happen as well. Anything that breaks what is supposed to be a competitive PvP match is a critical repair.
Also looking forward to getting Daily Coms for doing a space mission - for the most part I stayed away from them (haven't needed the money) this will give me an excuse to blow some time on them.
The best thing that came out of this patch?
Patch notes are pasted here, you can see the official post HERE
Actually a lot of stuff got done this week that I'm quite happy about, and some that I'm skeptical about.
First the most controversial - the Scoundrel/Operative "nerf". People have been crying on the forums for weeks about how fast they die to Ops that open on them from stealth. I have the same problem - I'm usually not dead before I stand up, but I die soon afterward if I don't get the Op off my back and somehow get away from him (or get help). I haven't jumped on the complain train, especially since they made the buff changes the other week making it so you couldn't stack so high and get insane damage numbers.
I haven't played yet, so I have no idea what the impact will be. Prior to this I rarely ran into Ops, so they weren't a major issue for me - I suppose only time will tell how this plays out. Looking at the Ops forum today is also not productive, some people are laughing that there is no difference and some people are saying there is no point playing the class now that they can't kill someone out of stealth. I can say for surety by knocking down their armor penetration I'll have less to worry about than a lighter geared player - I felt that the damage they put out was equal on all classes because of their internal damage and armor penetration.
Jedi Guardian - our snare now lasts 9s like our mirror class. They say now 'correctly' lasts 6 seconds, like it wasn't intentionally different on release. I'm of the opinion that enough people are complaining that mirrored classes aren't mirrored that they are fixing these discrepancies. Either way, I'm happy that I no longer have to spam it as often, being kited less = happy tank.
Couple minor Ops fixes, none of the bugs that we actually have issues with were addressed. It's nice to see them fixing things, but it would be better if they fixed the really bad stuff that that I personally have to deal with.
Awesome that they now fixed it so you get credit for your dailys and weeklys. Some nights it's hard to just grind out the daily, and not getting it completed because it didn't update properly really makes me cranky. Of course they keep saying they are fixing stuff and it isn't fixed - so we'll see what happens.
The Voidstar fix was also badly needed. Anyone who exploited that mechanic should be punished. I saw people jumping out of the starting area quite frequently. They didn't always rush over to the doors, but I've seen that happen as well. Anything that breaks what is supposed to be a competitive PvP match is a critical repair.
Also looking forward to getting Daily Coms for doing a space mission - for the most part I stayed away from them (haven't needed the money) this will give me an excuse to blow some time on them.
The best thing that came out of this patch?
- The leader of an Operations Group will no longer receive an incorrect message informing them that their companion has been dismissed.
Bug Fixes
BEST THING EVER!!
Patch notes are pasted here, you can see the official post HERE
1.1.1 Patch Notes — 1/31/2012
Classes and Combat
- Fixed a bug that could cause the Global Cooldown to appear as if it has been cancelled when it is actually still in effect, resulting in a feeling of unresponsiveness to input.
- Corrected an issue that could cause an ability icon to appear usable but be unresponsive to clicks or keypresses for several seconds.
- Players revived by other players, including by in-combat revival abilities, now revive with 25% of maximum health.
- Freezing Force: Now correctly lasts 9 seconds (up from 6 seconds).
- Mental Alacrity: Now correctly costs no Force to activate.
- Salvation: No longer heals targets twice on application. It now correctly heals all affected targets once when applied.
- Flechette Round: Now provides 30% armor penetration while active.
- K.O.: This ability now knocks the target down for 1.5 seconds.
- Shoot First: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.
- Acid Blade: Now provides 30% armor penetration while active.
- Jarring Strike: This ability now knocks the target down for 1.5 seconds.
- Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.
- Sweeping Blasters can now be made free with Thermal Sensor Override.
- Oil Slick now correctly costs no heat to activate.
General
Jedi Knight
Guardian
Jedi Consular
Sage
Smuggler
Scoundrel
Imperial Agent
Operative
Bounty Hunter
Mercenary
Powertech
Flashpoints and Operations
- Bulwark's Area of Effect cone abilities now properly fire in the direction Bulwark is facing.
- Some of Bulwark's abilities were incorrectly susceptible to interruption. Bulwark is now immune to interrupts.
- Fixed a conversation that could cause the cinematic with Arkis Wode to function incorrectly.
- Fixed an issue that could prevent the final fight in this Flashpoint from beginning after the cinematic.
- The final boss can no longer become stuck in an invulnerable state; there was still a small window where this could occur.
- Lord Kherus now grants less experience.
- Some of Lord Kherus's abilities have had their damage values adjusted to be more in line with the level of the Flashpoint.
- Players now enter into melee range with Lord Kherus in order to stop him from throwing crates.
- Players no longer randomly die in this Operation after being in Gharj's lava.
- Foreman Crusher's enrage now includes a movement speed increase, allowing him to catch players who attempt to run.
- Fixed an issue that prevented the Materials Disposal Unit's main control station from becoming useable again after the Operation Group is defeated by the G4-B3 Heavy Fabricator on 16-man Hard Mode.
- Fixed an issue that prevented the G4-B3 Heavy Fabricator from deploying the correct number of Proximity Pulse Mines and Security Stun Drones during combat.
- The damage from G4-B3 Heavy Fabricator's sticky pulse grenade will scales appropriately for the selected Operation difficulty level.
- Karagga no longer fires his Unstable Energy twice in a row.
- Taking the shuttle after defeating Karagga no longer transports players to the incorrect hangar.
- Walls that were missing in Karagga's Palace are now in place.
- Fixed an issue that prevented some players in Operations Groups from receiving credit for the missions "[WEEKLY] Deadly Operations," "[WEEKLY] Galactic Operations," and "Journey to the Belsavis Depths." The entire Operations Group now receives credit when the objective is completed.
Flashpoints
Directive 7
The False Emperor
The Foundry
The Red Reaper
Operations
Eternity Vault
Karagga's Palace
Bug Fixes
General
Items
- Comparative tooltips for researched items no longer have their stats reversed.
Bug Fixes
Missions and NPCs
- Declaration of War: The mission will now progress as intended when players interact with their ship's holoterminal.
- Debriefing: The ship Holoterminal conversation related to this mission is no longer repeatable.
- The Eagle's Nest: The Assassin's Fortress mission is now correctly a prerequisite for this mission.
- Number One with a Bullet: Corrected an issue that prevented Bounty Hunters from leaving The Founder.
- The Mandalorian Killer: Thendys Noori no longer continues to heal Kellian Jarro after she has surrendered.
- Reallocation: The final mission conversation will now begin as intended when players interact with their ship's holoterminal.
- The Voice of Darkness: Fixed an issue that could cause Class Story mission progression to enter an incorrect state.
- Death Spiral: Fixed an issue that prevented Jedi Knights who completed the Commander Rayfel encounter from using the shuttle back to Belsavis Orbital Station.
- Kintan Behemoths no longer occasionally walk on top of trees when in combat.
Missions
Imperial
Republic
NPCs
Bug Fixes
PvP
- Fixed an issue that could prevent players from receiving mission rewards for completing Warzones.
- Players are no longer able to climb out of the attacking team spawn area in the hangar before the match starts.
- Additional base turrets now protect the taxi location inside each faction's base.
Warzones
General
Voidstar
World PvP
Ilum
Space Combat
- Added two daily mission commendations to the high-level space dailies Operation Ascendant Pride (Imperial) and Operation New Eclipse (Republic).
General
UI
- Attempting to loot an item in a group when the Master Looter is off-planet now generates an error message.
- The leader of an Operations Group will no longer receive an incorrect message informing them that their companion has been dismissed.
General
Bug Fixes
Miscellaneous Bug Fixes
- Special items related to different editions of the game have been re-sent if they were deleted by the mail system prior to being claimed.













